# Perfect Dark port (`port-net`) ## Experimental netplay branch This branch of the port contains an **extremely** early and experimental implementation of network play. **DISCLAIMER:** This is **NOT READY** for prime time. Use at your own risk if you are not a developer. **Do not create issues about problems in this branch until this disclaimer is gone.** See [this file](https://github.com/fgsfdsfgs/perfect_dark/blob/port-net/docs/netplay.md) for more information on how this works. ## Original description This repository contains a work-in-progress port of the [Perfect Dark decompilation](https://github.com/n64decomp/perfect_dark) to modern platforms. To run the port, you must already have a Perfect Dark ROM, specifically one of the following: * `ntsc-final`/`US V1.1`/`US Rev 1` (md5 `e03b088b6ac9e0080440efed07c1e40f`). **This is the recommended version to use**. Called `NTSC version 8.7 final` on the boot screen. * `ntsc-1.0`/`US V1.0` (md5 `7f4171b0c8d17815be37913f535e4e93`). Technically supported, but not recommended. Called `NTSC version 8.7 final` on the boot screen as well. * `jpn-final` (md5 `538d2b75945eae069b29c46193e74790`). Technically supported, but requires a separate custom-built executable. Called `JPN version 8.9 final` on the boot screen. * `pal-final` (md5 `d9b5cd305d228424891ce38e71bc9213`). Technically supported, but requires a separate custom-built executable. Called `PAL 8.7 final` on the boot screen. ## Status The game is in a mostly functional state, with both singleplayer and split-screen multiplayer modes fully working. There are minor graphics- and gameplay-related issues, and possibly occasional crashes. **The following extra features are implemented:** * mouselook; * dual analog controller support; * widescreen resolution support; * configurable field of view; * 60 FPS support, including fixes for some framerate-related issues; * fixes for a couple original bugs and crashes; * basic mod support, currently enough to load a few custom levels; * slightly expanded memory heap size; * experimental high framerate support (up to 240 FPS): * set `Game.TickRateDivisor` to `0` in `pd.ini` to activate; * in practice the game will have issues running faster than ~165 FPS, so use VSync or `Video.FramerateLimit` to cap it. * emulate the Transfer Pak functionality the game has on the Nintendo 64 to unlock some cheats automatically. Currently both 32-bit and 64-bit platforms should be supported. The port is tested on i686 and x86_64, both on Windows and on Linux. ARM platforms might be supported, but are mostly untested. ## Download Latest [automatic builds](https://github.com/fgsfdsfgs/perfect_dark/actions) of the netplay branch for supported platforms: * [x86_64-windows (`port-net`)](https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net/pd-x86_64-windows.zip) * [i686-windows (`port-net`)](https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net/pd-i686-windows.zip) * [x86_64-linux (`port-net`)](https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net/pd-x86_64-linux.zip) * [i686-linux (`port-net`)](https://nightly.link/fgsfdsfgs/perfect_dark/workflows/c-cpp/port-net/pd-i686-linux.zip) If you are looking for regular builds (the `port` branch), see [this link](https://github.com/fgsfdsfgs/perfect_dark/blob/port/README.md#download). ## Running You must already have a Perfect Dark ROM to run the game, as specified above. This assumes that you're using an x86_64 build. If you aren't, replace `x86_64` below with your arch (e.g. `i686`). 1. Create a directory named `data` next to `pd.x86_64` if it's not there. 2. Put your Perfect Dark NTSC ROM named `pd.ntsc-final.z64` into it. 3. Run the `pd.x86_64` executable. If you want to use a PAL or JPN ROM instead, put them into the `data` directory and run the appropriate executable: * PAL: ROM name `pd.pal-final.z64`, executable name `pd.pal.x86_64`. * JPN: ROM name `pd.jpn-final.z64`, executable name `pd.jpn.x86_64`. Optionally, you can also put your Perfect Dark for GameBoy Color ROM named `pd.gbc` in the `data` directory if you want to emulate having the Nintendo 64's Transfer Pak and unlock some cheats automatically. Note that users with different ROMs can't play netgames with each other. Additional information can be found in the [wiki](https://github.com/fgsfdsfgs/perfect_dark/wiki). A GPU supporting OpenGL 3.0 or above is required to run the port. ## Controls 1964GEPD-style and Xbox-style bindings are implemented. N64 pad buttons X and Y (or `X_BUTTON`, `Y_BUTTON` in the code) refer to the reserved buttons `0x40` and `0x80`, which are also leveraged by 1964GEPD. Support for one controller, two-stick configurations are enabled for 1.2. Note that the mouse only controls player 1. Controls can be rebound in `pd.ini`. Default control scheme is as follows: | Action | Keyboard and mouse | Xbox pad | N64 pad | | - | - | - | - | | Fire / Accept | LMB/Space | RT | Z Trigger | | Aim mode | RMB/Z | LT | R Trigger | | Use / Cancel | E | N/A | B | | Use / Accept | N/A | A | A | | Crouch cycle | N/A | L3 | `0x80000000` (Extra) | | Half-Crouch | Shift | N/A | `0x40000000` (Extra) | | Full-Crouch | Control | N/A | `0x20000000` (Extra) | | Reload | R | X | X `(0x40)` | | Previous weapon | Mousewheel forward | B | D-Left | | Next weapon | Mousewheel back | Y | Y `(0x80)` | | Radial menu | Q | LB | D-Down | | Alt fire mode | F | RB | L Trigger | | Alt-fire oneshot | `F + LMB` or `E + LMB` | `A + RT` or `RB + RT` | `A + Z` or `L + Z` | | Quick-detonate | `E + Q` or `E + R` | `A + B` or `A + X` | `A + D-Left`or `A + X` | ## Building ### Windows 1. Install [MSYS2](https://www.msys2.org). 2. Open the `MINGW64` prompt if building for x86_64, or the `MINGW32` prompt if building for i686. (**NOTE:** _do not_ use the `MSYS` prompt) 3. Install dependencies: `pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2 mingw-w64-x86_64-zlib mingw-w64-x86_64-cmake mingw-w64-i686-toolchain mingw-w64-i686-SDL2 mingw-w64-i686-zlib mingw-w64-i686-cmake make git` 4. Get the source code: `git clone -b port-net --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark` 5. Run `cmake -G"Unix Makefiles" -Bbuild .`. * Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively.\ 6. Run `cmake --build build -j4 -- -O`. 6. The resulting executable will be at `build/pd.x86_64.exe` (or at `build/pd.i686.exe` if building for i686). 7. If you don't know where you downloaded the source to, you can run `explorer .` to open the current directory. ### Linux 1. Ensure you have gcc, g++ (version 10.0+), make, cmake, git and SDL2 (version 2.0.12+), libGL and ZLib installed on your system. * If you wish to crosscompile, you will also need to have libraries and compilers for the target platform installed, e.g. `gcc-multilib` and `g++-multilib` for x86_64 -> i686 crosscompilation. 2. Get the source code: `git clone -b port-net --recursive https://github.com/fgsfdsfgs/perfect_dark.git && cd perfect_dark` 3. Run the following command: * ```cmake -G"Unix Makefiles" -Bbuild .``` * Add ` -DROMID=pal-final` or ` -DROMID=jpn-final` at the end of the command if you want to build a PAL or JPN executable respectively. * Add ` -DCMAKE_C_FLAGS=-m32 -DCMAKE_CXX_FLAGS=-m32` at the end of the command if you want to crosscompile from x86_64 to x86. 4. Run `cmake --build build -j4`. 4. The resulting executable will be at `build/pd.` (for example `build/pd.x86_64`). ### Notes Alternate compilers or toolchains can be specified by passing `-DCMAKE_TOOLCHAIN_FILE=whatever` as normal. The port does not build with Visual Studio. You will need to provide a `jpn-final` or `pal-final` ROM to run executables built for those regions, named `pd.jpn-final.z64` or `pd.pal-final.z64`. It might be possible to build and run the game on an ARM/AArch64 platform, but this has not been tested. ## Credits * the original [decompilation project](https://github.com/n64decomp/perfect_dark) authors; * Ryan Dwyer for the above, additional help, and `pd-extract`; * doomhack for the only other publicly available [PD porting effort](https://github.com/doomhack/perfect_dark) I could find; * [sm64-port](https://github.com/sm64-port/sm64-port) authors for the audio mixer and some other changes; * [Ship of Harkinian team](https://github.com/Kenix3/libultraship/tree/main/src/graphic/Fast3D), Emill and MaikelChan for the libultraship version of fast3d that this port uses; * lieff for [minimp3](https://github.com/lieff/minimp3); * Mouse Injector and 1964GEPD authors for some of the 60FPS- and mouselook-related fixes; * Raf for the 64-bit port; * NicNamSam for the icon; * everyone who has submitted pull requests and issues to this repository and tested the port; * probably more I'm forgetting.